Hi there. This is my Diablo themed interface for World of Warcraft, called Roth UI. Enjoy.

Since more and more leaked downloads of my interface appear on the internet, please remember: There is only one official download of the Roth UI. And that is this one, on wowinterface.com. All other downloads available are leaked and are not officially supported by me.
Only this one is ZORKIFIED!

The ZIP-file includes a "Interface" and a "Fonts" folder. Copy both folders into your World of Warcraft folder.

Start World of Warcraft. (If you had it open while copying, restart it now to load the textures.)

Before logging in make sure all the addons are activated correctly.

Login and have fun playing!

FAQ - PLEASE READ BEFORE POSTING!

Do not use any auto updater for addons in this compilation, they can mess stuff up.

If you don't like the scaling or something doesn't fit, hit the escape-key while in-game and go to the graphic settings. Now activate the UI-scaling checkbox and move the slider. Hit OK and see what you got. Move it until you like the settings.
Same goes for the chat. If it doesn't fit just right-click the chat-tab. Unlock the chat and move it around until you feel comfortable.

Only want to change the scale of the bottom bar panel and the actionbars? Read this FAQ

Want to edit unitframes? Look at oUF_Diablo/config.lua and read the info page.

ORB CONFIG

When patch 5.2 hit the live servers a new version of oUF_Diablo was applied. Large parts of oUF_Diablo got rewritten, that includes large parts of the config.lua containing the orb animation settings. Most of those settings can then be changed via ingame config. The config can be accessed via

With 4.009+ the fluid animations have returned to Roth UI. With version 50200.03 you can config all those animations ingame via: /diablo config. Have fun playing around with the settings. Video showing one of the 100+ animations: http://www.youtube.com/watch?v=FqTwOHXSlw8

40300.10
- fixed battle.net toastframe placement in rChat
- added visibility state drivers in rFilter3
- tweaked combo bar textures in oUF_Diablo
- fixed the positioning problem for party, raid and bossframes in oUF_Diablo
- removed tullaCC addon
- added OmniCC addon (better config options)
- Changed IhasNoScope, it never worked as I intended because I forgot one line of code. It will now display all errors that are not disabled in the config. Additionally the errors can be redirected to the combatText frame.

40300.08
- Changed rFilter3 talent tree identification (check rFilter3 comments)
- Fixed ExtraActionButton taint
- Removed styling of ExtraActionButton from rActionBarStyler and moved it to the rActionButtonStyler
- Alot of tweaks to the rActionButtonStyler and rBuffFrameStyler code
- Enabled aurawatch example for the raidframes (druid example)
- Tweaked the boss power display in bossframes especially if they combine with an alternative power (onyxia charges, madness of deathwing charges etc.)
- Changed rFilter3 loop from onUpdate to animation
- rActionButtonStyler now supports Dominos and Bartender4
- If animations and classcoloring is enabled in oUF_Diablo the orb color will now switch upon entering a vehicle.
- Changed the way how raid groups in oUF_Diablo get sorted. They now match the default UI by using a group header for each raid group.
- Minimap LFG-icon now matches the other minimap icons
- rThreat can now be hidden in battleground/arena

40300.07
- removed tainting raid frame container code
- changed the raid frame mangager code, you can now use the raidframe manager in combat while still maintaining the mouseover effect
- changed the oUF_Smooth modulation code
- new orb animations

40300.06
- the extra action button should be working now
- tiny tweak to the unit highlights in oUF_Diablo

40200.12
- Tons of new textures
- New nameplates
- New raid frames
- Blizzard raidframe managed is now available, it will fade in once you hover the left side of you window in raids. (thx Alza!)
- Small tweaks to oUF_Diablo (to many to count)
- Switched hpcolors in the colorswitcher (so now bright colors in foreground by default)
- Updated to the latest oUF

4.011a
- enabled the framesUserPlaced variable in oUF_Diablo by default

4.006
- move raid/party attributes to the config
- adjust tullaRange to not color the normalTexture and to priorize the range color first
- remove druid tree form condition from rActionBarStyler bar 1
- fix actionbar 1 mind control issue
- update to oUF 1.5.5
- fixed bug with overlaying temp enchant icons
- fix combo point display for fights that appear in a vehicle but still use class skills
- Make PlayerPowerAlt bar movable (sound bar in atramedes fight etc)
- add bossframes in Diablo style
- add a second row to raidframes to display name and health both at the same time
- add aura icon to raidfames (you can add a spellid to the raid aura spelllist to track it)
- edited evl_CombatText to play duke sounds again.
- added rThreat mod

090827
- new font (<3 Neal)
- health orb can be class colored (if you want the green glow just set the healtcolor variable in oUF_D3Orbs.lua config area to 2)
- some fixes/tweaks to the raidframes
- small gfx changes here and there
- removed aTotemBar - shamans just download a totembar of your liking (see faq)

090807
- added my new create_me_a_galaxy function to oUF_D3Orbs, it creates small rotating galaxies for the orbs
- removed the shaman totembar script. I cannot test it, so grab some script for it yourself.

090226-2
- renamed mod to rFrameRotater and added a much better config

090226
- new mod for cool rotating textures around the minimap
- colorswitch now optional (switch fore and background health color)
- orbonly config now optional
- hide party in raid now optional
- the 3rd bar texture is now bound to multibarright and will only be displayed if multibarright is visible

090211
- added focus target
- new button skin
- pvp icon skinned and positioned
- petbar and both right bars are on mouse over right now (optional, config in lua)
- orb gloss texture now above the animation

090117
- the default settings for actionbars changed to 1x12 (instead of my 2x6)
- the default settings for the orbs changed to glow (green and blue)
- fixed the stancebar normaltexture bug

This UI is fantastic, i even got the green/blue orbs working... only this morning for some random reason the orbs stopped glowing. and ive even tried deleting everything inc. the cache and restarting etc etc... any ideas or help would be great.

Delijica has edited his healthbar.lua such that the health bar started as red and turn black when it take damages. I have the file and if you want it, let me know your email address and I'll send it to you.

The credit goes to Delijica.

Originally posted by Shendelzare Hey!

Could please someone help me with fixing the target bar? I've tried the comment-outcomment trick mentioned a couple of pages ago, but this is the result I get:

The bar looks like it has another bar under it, so it's really hard to see when it's depleting.

I am on holiday next week but a upcoming project is to make orbs for every "unitid" you want. Currently the only unitid available is the "player".

You can move the player orbs by editing the positions in Diablo3Orbs\core.lua.

Currently both orbs use the same "orbsize" but you can create another variable called orbmanasize and give it a different value. All you have to do then is to find where the mana frame is build and change the SetWidth and SetHeight.

The orbs itself are standalone and you can move them freely.

You can create a rudimentary Target Orb System yourself. Just copy the whole Diablo3Orbs folder and name it differently. Important: edit the TOC file or you will see no new addon.

Now you can go into the lua-code and find "player" and replace it with "target". This should do as a first step.

When I am done there will be a function that creates all the orbs and the function is called with parameters like "unitid", position, color and such.

~~~~~~~~~~

Again to animations:

- To see the animation clearly you MUST have set your spell details to max (inside the graphic settings). It has a major impact on the luminocity.
- In some areas the orbs will fade out this is a SetPosition issue that is currently unsolved and very spooky. For most situations the default setposition will do just fine. I think I use sth like (-5,0,1) or sth like that.

I really like this UI, but I'm having a bit of trouble setting it up the way I want...

I can't seem to make the frame with the orbs and buttons larger to allow for more rows of buttons without scaling down my buttons down until I can barely see them. (I'm using Bartender3 instead of Bongos) even though I've made my UI scale a bit bigger. I want it to look kind of like adolyes's setup, with the 4 rows of buttons...

Also, I want to move that bar at the top of the screen that displays the target's health, but I don't know what mod that is or how to configure it.

Okay, so I figured out how to make the bars bigger... I actually made my own frame with 3 rows with 12 buttons each. Now... how in the heck do I activate it in game? Is there a slash command to bring up the config for rTextures? Should I delete all the .tga files that I don't want to use? What?!

And I still can't get rid of that dumb target bar in the middle of the screen... ><

EDIT: Nevermind. Gawd, i really need to learn how to read before I start crying for help. Answer was right there on the freaking front page... -.-

Ive been afk for a month or two now and i come back to this awesome ui. The health and power orbs are freakin sweet. This is so totally original it tops mazzle imo. As a warrior tho i find it hard to use the orbs. Im very dependent on seeing a visual for my rage. Another thing is the unit frames on the target. Killer art just hate that they fill instead of depleat. I like the version down below with the skulls are those files already in the ui? or where can i get them

10 thumbs up great ui!
How do i make it to where the orbs at the bottom are always full and just for looks?
And if by chance someone has some of the cool orbs here in this comment section can you email them to [email protected] pretty please!